<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html lang="en">
<head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
    <meta charset="utf-8">
    <title>2048</title>
    <meta name="viewport" content="width=device-width, target-densitydpi=160dpi, initial-scale=1.0, maximum-scale=1, user-scalable=no, minimal-ui">
    <link rel="stylesheet" href="__GAME__/2048/style.css">
    <script type="text/javascript" src="__JS__/jquery.min.js"></script>
    <script src="__JS__/plugins/layer/layer.min.js" type="text/javascript"></script>
    <script src="__JS__/toast.js"></script>
    {:think\\Hook::listen('jssdk',$myJssdk,null,true);}
</head>
<body>
<div class="container">
    <div class="heading">
        <h1 class="title">2048</h1>
        <div class="scores-container">
            <div class="score-container">
                <div class="score-addition"></div>
            </div>
            <div class="best-container"></div>
        </div>
    </div>
    <div class="above-game">
        <a class="restart-button" style="margin:10px 10px 0px 10px">新游戏</a>
        <a id="over" class="restart-button" style="margin:10px 10px 0px 10px">兑换卡券</a>
    </div>
    <div class="game-container">
        <div class="game-message">
            <p>
            </p>
            <div class="lower">
                <a class="keep-playing-button">继续前进</a>
                <a class="retry-button">再试一次</a>
                <div class="score-sharing"></div>
            </div>
        </div>
        <div class="grid-container">
            <div class="grid-row">
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
            </div>
            <div class="grid-row">
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
            </div>
            <div class="grid-row">
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
            </div>
            <div class="grid-row">
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
                <div class="grid-cell">
                </div>
            </div>
        </div>
        <div class="tile-container"></div>
    </div>
    <p>{$gift_str}</p>

    <!-- <script src="__GAME__/2048/bind_polyfill.js"></script> -->
   
    <script type="text/javascript">
    Function.prototype.bind = Function.prototype.bind || function (target) {
      var self = this;
      
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    (function () {
      if (typeof window.Element === "undefined" ||
          "classList" in document.documentElement) {
        return;
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      var prototype = Array.prototype,
          push = prototype.push,
          splice = prototype.splice,
          join = prototype.join;

      function DOMTokenList(el) {
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          push.call(this, classes[i]);
        }
      }

      DOMTokenList.prototype = {
        add: function (token) {
          if (this.contains(token)) return;
          push.call(this, token);
          this.el.className = this.toString();
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        contains: function (token) {
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        item: function (index) {
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          return this.contains(token);
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      window.DOMTokenList = DOMTokenList;

      function defineElementGetter(obj, prop, getter) {
        if (Object.defineProperty) {
          Object.defineProperty(obj, prop, {
            get: getter
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        }
      }

      defineElementGetter(HTMLElement.prototype, 'classList', function () {
        return new DOMTokenList(this);
      });
    })();
    (function() {
      var lastTime = 0;
      var vendors = ['webkit', 'moz'];
      for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
        window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
        window.cancelAnimationFrame =
        window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
      }

      if (!window.requestAnimationFrame) {
        window.requestAnimationFrame = function(callback, element) {
          var currTime = new Date().getTime();
          var timeToCall = Math.max(0, 16 - (currTime - lastTime));
          var id = window.setTimeout(function() { callback(currTime + timeToCall); },
          timeToCall);
          lastTime = currTime + timeToCall;
          return id;
        };
      }

      if (!window.cancelAnimationFrame) {
        window.cancelAnimationFrame = function(id) {
          clearTimeout(id);
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    }());
    function KeyboardInputManager() {
      this.events = {};

      if (window.navigator.msPointerEnabled) {
        //Internet Explorer 10 style
        this.eventTouchstart    = "MSPointerDown";
        this.eventTouchmove     = "MSPointerMove";
        this.eventTouchend      = "MSPointerUp";
      } else {
        this.eventTouchstart    = "touchstart";
        this.eventTouchmove     = "touchmove";
        this.eventTouchend      = "touchend";
      }

      this.listen();
    }

    KeyboardInputManager.prototype.on = function (event, callback) {
      if (!this.events[event]) {
        this.events[event] = [];
      }
      this.events[event].push(callback);
    };

    KeyboardInputManager.prototype.emit = function (event, data) {
      var callbacks = this.events[event];
      if (callbacks) {
        callbacks.forEach(function (callback) {
          callback(data);
        });
      }
    };

    KeyboardInputManager.prototype.listen = function () {
      var self = this;

      var map = {
        38: 0, // Up
        39: 1, // Right
        40: 2, // Down
        37: 3, // Left
        75: 0, // Vim up
        76: 1, // Vim right
        74: 2, // Vim down
        72: 3, // Vim left
        87: 0, // W
        68: 1, // D
        83: 2, // S
        65: 3  // A
      };

      // Respond to direction keys
      document.addEventListener("keydown", function (event) {
        var modifiers = event.altKey || event.ctrlKey || event.metaKey ||
                        event.shiftKey;
        var mapped    = map[event.which];

        // Ignore the event if it's happening in a text field
        if (self.targetIsInput(event)) return;

        if (!modifiers) {
          if (mapped !== undefined) {
            event.preventDefault();
            self.emit("move", mapped);
          }
        }

        // R key restarts the game
        if (!modifiers && event.which === 82) {
          self.restart.call(self, event);
        }
      });

      // Respond to button presses
      this.bindButtonPress(".retry-button", this.restart);
      this.bindButtonPress(".restart-button", this.restart);
      this.bindButtonPress(".keep-playing-button", this.keepPlaying);

      // Respond to swipe events
      var touchStartClientX, touchStartClientY;
      var gameContainer = document.getElementsByClassName("game-container")[0];

      gameContainer.addEventListener(this.eventTouchstart, function (event) {
        if ((!window.navigator.msPointerEnabled && event.touches.length > 1) ||
            event.targetTouches > 1 ||
            self.targetIsInput(event)) {
          return; // Ignore if touching with more than 1 finger or touching input
        }

        if (window.navigator.msPointerEnabled) {
          touchStartClientX = event.pageX;
          touchStartClientY = event.pageY;
        } else {
          touchStartClientX = event.touches[0].clientX;
          touchStartClientY = event.touches[0].clientY;
        }

        event.preventDefault();
      });

      gameContainer.addEventListener(this.eventTouchmove, function (event) {
        event.preventDefault();
      });

      gameContainer.addEventListener(this.eventTouchend, function (event) {
        if ((!window.navigator.msPointerEnabled && event.touches.length > 0) ||
            event.targetTouches > 0 ||
            self.targetIsInput(event)) {
          return; // Ignore if still touching with one or more fingers or input
        }

        var touchEndClientX, touchEndClientY;

        if (window.navigator.msPointerEnabled) {
          touchEndClientX = event.pageX;
          touchEndClientY = event.pageY;
        } else {
          touchEndClientX = event.changedTouches[0].clientX;
          touchEndClientY = event.changedTouches[0].clientY;
        }

        var dx = touchEndClientX - touchStartClientX;
        var absDx = Math.abs(dx);

        var dy = touchEndClientY - touchStartClientY;
        var absDy = Math.abs(dy);

        if (Math.max(absDx, absDy) > 10) {
          // (right : left) : (down : up)
          self.emit("move", absDx > absDy ? (dx > 0 ? 1 : 3) : (dy > 0 ? 2 : 0));
        }
      });
    };

    KeyboardInputManager.prototype.restart = function (event) {
      event.preventDefault();
      this.emit("restart");
    };

    KeyboardInputManager.prototype.keepPlaying = function (event) {
      event.preventDefault();
      this.emit("keepPlaying");
    };

    KeyboardInputManager.prototype.bindButtonPress = function (selector, fn) {
      var button = document.querySelector(selector);
      button.addEventListener("click", fn.bind(this));
      button.addEventListener(this.eventTouchend, fn.bind(this));
    };

    KeyboardInputManager.prototype.targetIsInput = function (event) {
      return event.target.tagName.toLowerCase() === "input";
    };
    function HTMLActuator() {
      this.tileContainer    = document.querySelector(".tile-container");
      this.scoreContainer   = document.querySelector(".score-container");
      this.bestContainer    = document.querySelector(".best-container");
      this.messageContainer = document.querySelector(".game-message");
      this.sharingContainer = document.querySelector(".score-sharing");

      this.score = 0;
    }

    HTMLActuator.prototype.actuate = function (grid, metadata) {
      var self = this;

      window.requestAnimationFrame(function () {
        self.clearContainer(self.tileContainer);

        grid.cells.forEach(function (column) {
          column.forEach(function (cell) {
            if (cell) {
              self.addTile(cell);
            }
          });
        });

        self.updateScore(metadata.score);
        self.updateBestScore(metadata.bestScore);

        if (metadata.terminated) {
          if (metadata.over) {
            self.message(false); // You lose
          } else if (metadata.won) {
            self.message(true); // You win!
          }
        }

      });
    };

    // Continues the game (both restart and keep playing)
    HTMLActuator.prototype.continueGame = function () {
      if (typeof ga !== "undefined") {
        ga("send", "event", "game", "restart");
      }

      this.clearMessage();
    };

    HTMLActuator.prototype.clearContainer = function (container) {
      while (container.firstChild) {
        container.removeChild(container.firstChild);
      }
    };

    //HTMLActuator.prototype.tileHTML = ["菜鸟", "入门", "码畜", "码奴", "码农", "IT民工", "IT工程师", "IT人才", "IT精英", "IT大哥", "IT领袖"];
    HTMLActuator.prototype.tileHTML = ["2", "4", "8", "16", "32", "64", "128", "256", "512", "1024", "2048"];
    //HTMLActuator.prototype.tileHTML = ["1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "win"];
    // HTMLActuator.prototype.tileHTML = ["工兵", "班长", "排长", "连长", "营长", "团长", "旅长", "师长", "军长", "司令", "军旗"];

    HTMLActuator.prototype.addTile = function (tile) {
      var self = this;

      var wrapper   = document.createElement("div");
      var inner     = document.createElement("div");
      var position  = tile.previousPosition || { x: tile.x, y: tile.y };
      var positionClass = this.positionClass(position);

      // We can't use classlist because it somehow glitches when replacing classes
      var classes = ["tile", "tile-" + tile.value, positionClass];

      if (tile.value > 2048) classes.push("tile-super");

      this.applyClasses(wrapper, classes);

      inner.classList.add("tile-inner");
      inner.textContent = HTMLActuator.prototype.tileHTML[Math.log(tile.value) / Math.LN2 - 1] || tile.value;

      if (tile.previousPosition) {
        // Make sure that the tile gets rendered in the previous position first
        window.requestAnimationFrame(function () {
          classes[2] = self.positionClass({ x: tile.x, y: tile.y });
          self.applyClasses(wrapper, classes); // Update the position
        });
      } else if (tile.mergedFrom) {
        classes.push("tile-merged");
        this.applyClasses(wrapper, classes);

        // Render the tiles that merged
        tile.mergedFrom.forEach(function (merged) {
          self.addTile(merged);
        });
      } else {
        classes.push("tile-new");
        this.applyClasses(wrapper, classes);
      }

      // Add the inner part of the tile to the wrapper
      wrapper.appendChild(inner);

      // Put the tile on the board
      this.tileContainer.appendChild(wrapper);
    };

    HTMLActuator.prototype.applyClasses = function (element, classes) {
      element.setAttribute("class", classes.join(" "));
    };

    HTMLActuator.prototype.normalizePosition = function (position) {
      return { x: position.x + 1, y: position.y + 1 };
    };

    HTMLActuator.prototype.positionClass = function (position) {
      position = this.normalizePosition(position);
      return "tile-position-" + position.x + "-" + position.y;
    };

    HTMLActuator.prototype.updateScore = function (score) {
      this.clearContainer(this.scoreContainer);

      var difference = score - this.score;
      this.score = score;

      this.scoreContainer.textContent = this.score;

      if (difference > 0) {
        var addition = document.createElement("div");
        addition.classList.add("score-addition");
        addition.textContent = "+" + difference;

        this.scoreContainer.appendChild(addition);
      }
    };

    HTMLActuator.prototype.updateBestScore = function (bestScore) {
      this.bestContainer.textContent = bestScore;
    };

    HTMLActuator.prototype.message = function (won) {
      var type    = won ? "game-won" : "game-over";
      var message = won ? "You win!" : "Game over!";

      if (typeof ga !== "undefined") {
        ga("send", "event", "game", "end", type, this.score);
      }

      this.messageContainer.classList.add(type);
      this.messageContainer.getElementsByTagName("p")[0].textContent = message;

      this.clearContainer(this.sharingContainer);
      this.sharingContainer.appendChild(this.scoreTweetButton());
      //twttr.widgets.load();
    };

    HTMLActuator.prototype.clearMessage = function () {
      // IE only takes one value to remove at a time.
      this.messageContainer.classList.remove("game-won");
      this.messageContainer.classList.remove("game-over");
    };

    HTMLActuator.prototype.scoreTweetButton = function () {
      var tweet = document.createElement("a");
      tweet.classList.add("twitter-share-button");
      tweet.setAttribute("href", "https://twitter.com/share");
      tweet.setAttribute("data-via", "gabrielecirulli");
      tweet.setAttribute("data-url", "http://git.io/2048");
      tweet.setAttribute("data-counturl", "http://gabrielecirulli.github.io/2048/");
      tweet.textContent = "Tweet";

      var text = "I scored " + this.score + " points at 2048, a game where you " +
                 "join numbers to score high! #2048game";
      tweet.setAttribute("data-text", text);

      return tweet;
    };
    function Grid(size, previousState) {
      this.size = size;
      this.cells = previousState ? this.fromState(previousState) : this.empty();
    }

    // Build a grid of the specified size
    Grid.prototype.empty = function () {
      var cells = [];

      for (var x = 0; x < this.size; x++) {
        var row = cells[x] = [];

        for (var y = 0; y < this.size; y++) {
          row.push(null);
        }
      }

      return cells;
    };

    Grid.prototype.fromState = function (state) {
      var cells = [];

      for (var x = 0; x < this.size; x++) {
        var row = cells[x] = [];

        for (var y = 0; y < this.size; y++) {
          var tile = state[x][y];
          row.push(tile ? new Tile(tile.position, tile.value) : null);
        }
      }

      return cells;
    };

    // Find the first available random position
    Grid.prototype.randomAvailableCell = function () {
      var cells = this.availableCells();

      if (cells.length) {
        return cells[Math.floor(Math.random() * cells.length)];
      }
    };

    Grid.prototype.availableCells = function () {
      var cells = [];

      this.eachCell(function (x, y, tile) {
        if (!tile) {
          cells.push({ x: x, y: y });
        }
      });

      return cells;
    };

    // Call callback for every cell
    Grid.prototype.eachCell = function (callback) {
      for (var x = 0; x < this.size; x++) {
        for (var y = 0; y < this.size; y++) {
          callback(x, y, this.cells[x][y]);
        }
      }
    };

    // Check if there are any cells available
    Grid.prototype.cellsAvailable = function () {
      return !!this.availableCells().length;
    };

    // Check if the specified cell is taken
    Grid.prototype.cellAvailable = function (cell) {
      return !this.cellOccupied(cell);
    };

    Grid.prototype.cellOccupied = function (cell) {
      return !!this.cellContent(cell);
    };

    Grid.prototype.cellContent = function (cell) {
      if (this.withinBounds(cell)) {
        return this.cells[cell.x][cell.y];
      } else {
        return null;
      }
    };

    // Inserts a tile at its position
    Grid.prototype.insertTile = function (tile) {
      this.cells[tile.x][tile.y] = tile;
    };

    Grid.prototype.removeTile = function (tile) {
      this.cells[tile.x][tile.y] = null;
    };

    Grid.prototype.withinBounds = function (position) {
      return position.x >= 0 && position.x < this.size &&
             position.y >= 0 && position.y < this.size;
    };

    Grid.prototype.serialize = function () {
      var cellState = [];

      for (var x = 0; x < this.size; x++) {
        var row = cellState[x] = [];

        for (var y = 0; y < this.size; y++) {
          row.push(this.cells[x][y] ? this.cells[x][y].serialize() : null);
        }
      }

      return {
        size: this.size,
        cells: cellState
      };
    };
    function Tile(position, value) {
      this.x                = position.x;
      this.y                = position.y;
      this.value            = value || 2;

      this.previousPosition = null;
      this.mergedFrom       = null; // Tracks tiles that merged together
    }

    Tile.prototype.savePosition = function () {
      this.previousPosition = { x: this.x, y: this.y };
    };

    Tile.prototype.updatePosition = function (position) {
      this.x = position.x;
      this.y = position.y;
    };

    Tile.prototype.serialize = function () {
      return {
        position: {
          x: this.x,
          y: this.y
        },
        value: this.value
      };
    };
    window.fakeStorage = {
      _data: {},

      setItem: function (id, val) {
        return this._data[id] = String(val);
      },

      getItem: function (id) {
        return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
      },

      removeItem: function (id) {
        return delete this._data[id];
      },

      clear: function () {
        return this._data = {};
      }
    };

    function LocalStorageManager() {
      this.bestScoreKey     = "bestScore";
      this.gameStateKey     = "gameState";

      var supported = this.localStorageSupported();
      this.storage = supported ? window.localStorage : window.fakeStorage;
    }

    LocalStorageManager.prototype.localStorageSupported = function () {
      var testKey = "test";
      var storage = window.localStorage;

      try {
        storage.setItem(testKey, "1");
        storage.removeItem(testKey);
        return true;
      } catch (error) {
        return false;
      }
    };

    // Best score getters/setters
    LocalStorageManager.prototype.getBestScore = function () {
      return this.storage.getItem(this.bestScoreKey) || 0;
    };

    LocalStorageManager.prototype.setBestScore = function (score) {
      this.storage.setItem(this.bestScoreKey, score);
    };

    // Game state getters/setters and clearing
    LocalStorageManager.prototype.getGameState = function () {
      var stateJSON = this.storage.getItem(this.gameStateKey);
      return stateJSON ? JSON.parse(stateJSON) : null;
    };

    LocalStorageManager.prototype.setGameState = function (gameState) {
      this.storage.setItem(this.gameStateKey, JSON.stringify(gameState));
    };

    LocalStorageManager.prototype.clearGameState = function () {
      this.storage.removeItem(this.gameStateKey);
    };
    function GameManager(size, InputManager, Actuator, StorageManager) {
      this.size           = size; // Size of the grid
      this.inputManager   = new InputManager;
      this.storageManager = new StorageManager;
      this.actuator       = new Actuator;

      this.startTiles     = 2;

      this.inputManager.on("move", this.move.bind(this));
      this.inputManager.on("restart", this.restart.bind(this));
      this.inputManager.on("keepPlaying", this.keepPlaying.bind(this));

      this.setup();
    }

    // Restart the game
    GameManager.prototype.restart = function () {
      this.storageManager.clearGameState();
      this.actuator.continueGame(); // Clear the game won/lost message
      this.setup();
    };

    // Keep playing after winning (allows going over 2048)
    GameManager.prototype.keepPlaying = function () {
      this.keepPlaying = true;
      this.actuator.continueGame(); // Clear the game won/lost message
    };

    // Return true if the game is lost, or has won and the user hasn't kept playing
    GameManager.prototype.isGameTerminated = function () {
      if (this.over || (this.won && !this.keepPlaying)) {
        return true;
      } else {
        return false;
      }
    };

    // Set up the game
    GameManager.prototype.setup = function () {
      var previousState = this.storageManager.getGameState();

      // Reload the game from a previous game if present
      if (previousState) {
        this.grid        = new Grid(previousState.grid.size,
                                    previousState.grid.cells); // Reload grid
        this.score       = previousState.score;
        this.over        = previousState.over;
        this.won         = previousState.won;
        this.keepPlaying = previousState.keepPlaying;
      } else {
        this.grid        = new Grid(this.size);
        this.score       = 0;
        this.over        = false;
        this.won         = false;
        this.keepPlaying = false;

        // Add the initial tiles
        this.addStartTiles();
      }

      // Update the actuator
      this.actuate();
    };

    // Set up the initial tiles to start the game with
    GameManager.prototype.addStartTiles = function () {
      for (var i = 0; i < this.startTiles; i++) {
        this.addRandomTile();
      }
    };

    // Adds a tile in a random position
    GameManager.prototype.addRandomTile = function () {
      if (this.grid.cellsAvailable()) {
        var value = Math.random() < 0.9 ? 2 : 4;
        var tile = new Tile(this.grid.randomAvailableCell(), value);

        this.grid.insertTile(tile);
      }
    };

    // Sends the updated grid to the actuator
    GameManager.prototype.actuate = function () {
      if (this.storageManager.getBestScore() < this.score) {
        this.storageManager.setBestScore(this.score);
      }

      // Clear the state when the game is over (game over only, not win)
      if (this.over) {
        this.storageManager.clearGameState();
      } else {
        this.storageManager.setGameState(this.serialize());
      }

      this.actuator.actuate(this.grid, {
        score:      this.score,
        over:       this.over,
        won:        this.won,
        bestScore:  this.storageManager.getBestScore(),
        terminated: this.isGameTerminated()
      });

    };

    // Represent the current game as an object
    GameManager.prototype.serialize = function () {
      return {
        grid:        this.grid.serialize(),
        score:       this.score,
        over:        this.over,
        won:         this.won,
        keepPlaying: this.keepPlaying
      };
    };

    // Save all tile positions and remove merger info
    GameManager.prototype.prepareTiles = function () {
      this.grid.eachCell(function (x, y, tile) {
        if (tile) {
          tile.mergedFrom = null;
          tile.savePosition();
        }
      });
    };

    // Move a tile and its representation
    GameManager.prototype.moveTile = function (tile, cell) {
      this.grid.cells[tile.x][tile.y] = null;
      this.grid.cells[cell.x][cell.y] = tile;
      tile.updatePosition(cell);
    };

    // Move tiles on the grid in the specified direction
    GameManager.prototype.move = function (direction) {
      // 0: up, 1: right, 2: down, 3: left
      var self = this;

      if (this.isGameTerminated()) return; // Don't do anything if the game's over

      var cell, tile;

      var vector     = this.getVector(direction);
      var traversals = this.buildTraversals(vector);
      var moved      = false;

      // Save the current tile positions and remove merger information
      this.prepareTiles();

      // Traverse the grid in the right direction and move tiles
      traversals.x.forEach(function (x) {
        traversals.y.forEach(function (y) {
          cell = { x: x, y: y };
          tile = self.grid.cellContent(cell);

          if (tile) {
            var positions = self.findFarthestPosition(cell, vector);
            var next      = self.grid.cellContent(positions.next);

            // Only one merger per row traversal?
            if (next && next.value === tile.value && !next.mergedFrom) {
              var merged = new Tile(positions.next, tile.value * 2);
              merged.mergedFrom = [tile, next];

              self.grid.insertTile(merged);
              self.grid.removeTile(tile);

              // Converge the two tiles' positions
              tile.updatePosition(positions.next);

              // Update the score
              self.score += merged.value;

              // The mighty 2048 tile
              // ajaxGame(self.score,document.querySelector(".best-container").textContent,merged.value);
              if (merged.value === 2048) self.won = true;
            } else {
              self.moveTile(tile, positions.farthest);
            }

            if (!self.positionsEqual(cell, tile)) {
              moved = true; // The tile moved from its original cell!
            }
          }
        });
      });

      if (moved) {
        this.addRandomTile();

        if (!this.movesAvailable()) {
          this.over = true; // Game over!
        }

        this.actuate();
      }
    };

    // Get the vector representing the chosen direction
    GameManager.prototype.getVector = function (direction) {
      // Vectors representing tile movement
      var map = {
        0: { x: 0,  y: -1 }, // Up
        1: { x: 1,  y: 0 },  // Right
        2: { x: 0,  y: 1 },  // Down
        3: { x: -1, y: 0 }   // Left
      };

      return map[direction];
    };

    // Build a list of positions to traverse in the right order
    GameManager.prototype.buildTraversals = function (vector) {
      var traversals = { x: [], y: [] };

      for (var pos = 0; pos < this.size; pos++) {
        traversals.x.push(pos);
        traversals.y.push(pos);
      }

      // Always traverse from the farthest cell in the chosen direction
      if (vector.x === 1) traversals.x = traversals.x.reverse();
      if (vector.y === 1) traversals.y = traversals.y.reverse();

      return traversals;
    };

    GameManager.prototype.findFarthestPosition = function (cell, vector) {
      var previous;

      // Progress towards the vector direction until an obstacle is found
      do {
        previous = cell;
        cell     = { x: previous.x + vector.x, y: previous.y + vector.y };
      } while (this.grid.withinBounds(cell) &&
               this.grid.cellAvailable(cell));

      return {
        farthest: previous,
        next: cell // Used to check if a merge is required
      };
    };

    GameManager.prototype.movesAvailable = function () {
      return this.grid.cellsAvailable() || this.tileMatchesAvailable();
    };

    // Check for available matches between tiles (more expensive check)
    GameManager.prototype.tileMatchesAvailable = function () {
      var self = this;

      var tile;

      for (var x = 0; x < this.size; x++) {
        for (var y = 0; y < this.size; y++) {
          tile = this.grid.cellContent({ x: x, y: y });

          if (tile) {
            for (var direction = 0; direction < 4; direction++) {
              var vector = self.getVector(direction);
              var cell   = { x: x + vector.x, y: y + vector.y };

              var other  = self.grid.cellContent(cell);

              if (other && other.value === tile.value) {
                return true; // These two tiles can be merged
              }
            }
          }
        }
      }

      return false;
    };

    GameManager.prototype.positionsEqual = function (first, second) {
      return first.x === second.x && first.y === second.y;
    };
    // Wait till the browser is ready to render the game (avoids glitches)
    window.requestAnimationFrame(function () {
      new GameManager(4, KeyboardInputManager, HTMLActuator, LocalStorageManager);
    });

    $(function () {
        $('#over').click(function(){
           var score=document.querySelector(".best-container").textContent;
           $.post("{:url('game')}",{game:'{$game_info.id}','openid':'{$fans.openid}',score:score'},function(data){
               if(data.code!=1){
                    toast.error(data.msg);
                    return;
                }else{
                    toast.success(data.msg,data.url);
                }
            });
       });
   });


</script>
<script>
wx.ready(function() {
    var share_data = {
        title : "快来和我一起玩2048",
        desc : "快来和我一起玩2048,大量礼品正在派送中",
        link : "http://weixin.isofttime.com/rob/index/game/game/{$game_info.id}/openid/{$fans.openid}",
        imgUrl : "{$fans.headimgurl}",
        success : function() {
            alert('分享成功');
            //close_window();
        },
        cancel : function() {

        }
    }
    onMenuShareAppMessage(share_data);
    onMenuShareTimeline(share_data);
    onMenuShareQQ(share_data);
});
</script> 
</body>
</html>